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Messages - Kenner

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16
Feature Requests / Re: Hire employee crash to desktop svn 21880
« on: January 18, 2009, 01:46:03 pm »
3) On starting a new game it automatically opens in windowed mode. I change this to full screen via the options menu and start a new campaign. I create a base which automatically takes me to the base interface. I click on hire employees and I get the crash to desktop with the following error:

Microsoft Visual C++ Runtime Library
Assertion failed!

Program: D:\UFO\TRUNK\ufo.exe
File: D:\UFO\Trunk\src\client\renderer\r_state.c
Line: 58

Expression: texnum > 0

This error does not occur in windowed (non full screen) mode.

I reported the same problem a while ago. I see that it's still there. Because the game is in heavy development, you'll have to get used to playing in windowed mode for a while. I'm sure the developers will get to a fix when they can.

Ken

17
Feature Requests / Re: North Pole
« on: January 13, 2009, 12:57:32 am »
For more instructions, read this wiki page: http://ufoai.ninex.info/wiki/index.php/Bugs
For crashes, we're interested in backtraces.

Okay, will do. Won't be tonight however. Damn Masters program - they expect me to do homework.

Ken

18
Feature Requests / Re: North Pole
« on: January 13, 2009, 12:54:56 am »
I can only redirect you to geever's post right above yours. Without more information, there's not much we can do.

Geever's instructions are:

1. try running the game from command line
2. open the console (Sh+ESC) and write 'setdeveloper DEBUG_CLIENT' (+enter) in.
3. Start a campaign, reproduce the crash.


Fair enough, but I could use a bit of help on the directions. I think I understand # 1, but I don't see the point? #2 and #3 are clear, but what is supposed to happen after I reproduce the crash? Do I get something in the console, a log file, or something else? Can you tell me what I'm looking for?

Thanks,

Ken

19
Feature Requests / Re: North Pole
« on: January 13, 2009, 12:46:50 am »
I have a similar, maybe related problem. Every time my aircraft flies over the North Pole to go from my base to a terror mission (using either 3d or 2d geoscape), the game crashes to the desktop when the aircraft reaches a certain spot at the top of the world. I'm on rev. 21807, running on Windows. I have a saved game for this problem, if it's any help.

Is this the same problem, or a different problem? Has this been reported yet? It's been present in the game for at least two weeks now.

Thanks

Ken

20
BTAxis is right, the NSIS script is the very last step - I'd suggest following the wiki pages.

If you are trying to build the game on Windows, try the pages that talk about setting up the pre-packaged Codeblocks IDE, after downloading from SVN.  After that, you will need to compile all the maps, and building the maps takes the longest.

The NSIS script is for after the game is built - in fact, you can play the compiled game without packaging it via the NSIS script by running ufo.exe once everything is built.

I have to agree with this. The wiki pages are easy to follow. I downloaded from SVN and built the game with Codeblocks for the first time today and it was straightforward. I haven't had any problems at all getting the game compiled and running in Windows.

Ken

21
Windows / Re: Win32 Development Binary Installer Links
« on: January 08, 2009, 12:09:36 am »
The option to build your own facilities will probably be removed at some point. I had a talk with geever about it.

BTAxis,

When you say the option will be removed, I hope you mean just for the first base? I think controlling when and how you build subsequent bases is a key part of the overall game strategy and experience. Please don't remove that.

Ken

22
Windows / Re: Win32 Development Binary Installer Links
« on: January 07, 2009, 02:47:56 pm »

Tried playing it and i found some issues with your built. The bugs are as follow:
1) Some of the wpns are oversized pics in their pedias. - will go back today and make an effort to write em down. :P
2) The Geoscape most noticeably problem when i try to go into base and back, there is a huge well.... "background" replacing the intended black space - will try get a screenie today too. :P
3) When i move in battle, most noticeably the crouch and move, stand and move, crouch move and autostand is still not very well done..... why? Cos, u can "lose" some TUs here and there.
4) Obviously in battle, we cant climb stairs still.... I thnk someone alr mentioned that. (PS : will that be implemented soon?)
5) Oh yes, another major "bug" i noticed is that new bases creates random nos (1-4) unusable terrain blocks. Rather irritating..... intended for removal nx time? Is this bug or intended aniwae?
6) I realised that the battle loading screen no longer has a 'preview' like version 2.2 or 2.1..... Bug or you have not linked up a preview of the map??
7) A little balance up suggestion - When u start the game on norm mode, there is simply not enough cash if you start a base with no buildings yet - i.e. starting from scratch. You need pump more cash, more like the amount in Easy (not very easy mode) Mode. Its more logical, since the whole earth will want u to start decently, WITH a decent base and a dropship and at least 1 small attack craft (that is also equipped with at least 2 attack racks?). I have tried and i be short of cash..... If u need my startup savegame, i can attach tat too. :P


Hi Odie,

I thought I should mention that Destructavator provides these builds for us Windows users out of the goodness of his heart. He's not actually a developer (or bug fixer), although he has provided some awesome music to the game, so it probably is best to report bugs in the bug tracker or the bug forum. As for your list, I have seen #1 (but only once), I'm not sure what you mean for #2, but maybe you should report it to the developers, #3 may be tied to pathfinding bugs which are still being worked on, and #5 is intended behavior. #7 is intended behavior as well, but it makes no sense to me that the option is there. Why would you ever sacrifice time and cash to build your first base, when you can have your base pre-populated with buildings. Personally, I think the option to build from scratch should just be removed from the game. From a storyline perspective, it makes sense to have at least one functioning base at the start of the game.

Ken

23
Lastly, i am still baffled by this thing - I have a USB controller (11 buttons - Playstation styled) attached. It seemed to be detected. Running on WINXP SP3, fully patched. Its on a laptop though, so the keys might be a bit different. Either way.....

I tried to enter battle, and use the keyboard LEFT RIGHT key to rotate battlefield. However, it seemed to swing (rotate) wildly for a while and totally not be responsive to the buttons (LEFT RIGHT) anymore. I tried to move and can still give command and all.......

I tried to use the controller to command - it works.

I tried to disable the controller (gamepad - by pulling it out) and restarting game - the rotate still did not function properly. I tried to restart windows w/o the controller, and still the LEFT RIGHT rotate did not work.


Hmmmm..... perhaps something about the PAN and ROTATE functions keybinding?

I noticed the same thing. The game is still very much in development mode, so you can expect lots of bugs like this to appear now and then. For now, we'll just have to avoid rotating the battlefield, while the developers squash some other (bigger) bugs.

Ken

24
Windows / Re: Win32 Development Binary Installer Links
« on: January 07, 2009, 02:32:49 pm »
I should probably upload another build, its been a few days and some of the things you've described have been at least partially fixed in the SVN.

Since that last link to a build I've noticed in the SVN logs that the stairway problem on maps was addressed, the bug that lots of people have complained about.  Same goes for terrain blocks and other map issues.

If you want to start out with more cash, you can easily un-zip the PK3 file after installing (its basically a .ZIP file with a different file extension) and alter the .ufo files inside with Wordpad, where you'll find plain English parameters that can be modified to tweak or alter the game - re-compiling the source code isn't necessary to do this, so no development or extra tools would need to be installed.
As an alternative, the console can be pulled up in-game and the debug "cheat codes" can be used, I think the cash one is "debug_fullcredits" although I believe the cheat codes are disabled for stable releases.

I'll try to upload an updated build again soon.

Thanks for the feedback, we can always use more testers.

You might want to wait a few days on another build. From my reading of the IRC logs, it looks like the code is currently undergoing a major reorganization, and some temporary bugs may be too numerous for a few days to make a new build worthwhile. I want to climb stairs again as much as everyone else, but it might be better to wait.

Ken

25
thanks for reporting.

which error exactly?

File: F:\UFOai\src\game\g_client.c
Line: 958
Expression: fItem

Hope this helps.
   Ken

26
Hello. For the 1st one, Kenner, what language do you use? Thanks a lot.

I wasn't sure if you meant my language or my computer's operating system, so I'll answer both.  :)

English, and Windows XP.

By the way, it's not a big deal, but since you asked about language, when you first start a new game, and you're asked to choose your name and language, the drop down list for the languages is so long, and English is at the bottom, there's no way to scroll down, so that you can't actually choose English on that screen. You have to pick No Language, and then go into the Options screen and choose English in there. Also, did you know that you can click on other menus on the main screen other than that opening menu before you answer the questions on that menu? For example, you can click on Tip of The Day, or even on the main menu. I know you're working on menus so I thought I'd mention this to you. You really shouldn't be able to shift focus from that menu, in order to force players to answer the start-up questions before they move into the game.

Ken

27
Upgraded to Destructavator's latest Windows build (rev. 21433) and the maps are working much better now. I haven't run into any blocked areas yet. Of course, the aliens are free to move around now as well, so it takes more work to hunt them down and kill them. Now, if only stairs worked again...  :D

Still have run into a few bugs, however:

1. When I start a new game, as soon as I click on the second message in the Maillist (Proposal:Electromagnetic Rifle), the game crashes to the desktop with an assertion error:

File: F:\UFOai\src\renderer\r_state.c
Line 58
Expression: texnum > 0

Happens every time if I run in full screen mode. If I run the game in windowed mode, the error doesn't occur.

2. If I run in full-screen mode, the first terror mission will not load. The screen goes black, the hard drive churns for a while and then stops, and nothing happens after that (stuck on blank screen). If I run in windowed mode, the terror mission (a farm mission, btw) loads fine. Seems like full-screen mode has problems that the windowed mode does not.

3. When I killed my first alien, when I went over to pick up the kerrblade it dropped, as soon as I transferred it from floor to left hand, the game crashed to the desktop with an assert error.

Thanks,
    Ken

28
Windows / Re: Win32 Development Binary Installer Links
« on: January 04, 2009, 01:03:22 am »
OK, here it is, this one made it up to my website:

http://www.destructavator.com/public/ufoai_2_3Dev_r21433.zip

I didn't have time to check this one for bugs, but as Blondandy said, testing is welcome.

...And yes, this one has fully re-built maps!

Thanks for doing this. Maps seem to work much better now. I haven't run into any blocked paths yet. Now if we could only climb stairs...

Found a few bugs - reporting under the bug thread.

Ken

29
Windows / Re: Win32 Development Binary Installer Links
« on: January 01, 2009, 11:01:00 pm »

In the meantime, as soon as the airfights stop crashing the game with an assertation failure and the game is more playable again, I'll post another link to a development build.

If we wait for the airfights problem to be fixed, it could be awhile.  ;D

I, for one, would be most appreciative of a new development build, whenever you get a chance (especially if you plan to recompile the maps <hint hint>). Looks like a number of useful bug fixes have been made since the last build.

Thanks,
Ken

30

impassable-area.jpg: I kept trying,  and I found the followings: for the soldier marked with the red arrow, the whole area seems impassable. However, I had a soldier near the right corner, and he found a way through the upper gate. (Yellow arrows.) That is passable, and if he goes through that then all the brown area seems passable. I marked the impassable tiles with blue, passable are red.

area.jpg: Much more weird - I found an impassable area in the open field (between the buildings) to be seen on this image. 


Canahari,

Thanks for posting these screenshots. These are exactly the problems I was talking about, especially the impassable areas in open fields. If you look closely enough, you can almost see lines on the screens where the two blocks of areas are joined together and it seems like these joints are acting as impassable walls.

Ken

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